Here's my first entry. It's a natural fit for many planets and can be run in an incredibly cinematic way. It can be used both for characters or for vehicles, and it is appropriate both in combat or as a survival challenge which needs to be crossed. In short, it's quite versatile, and the mechanics back up a very luck-influenced hazard while still allowing counterplay. The suggested skills include some which are taken frequently, and some which are not seen as often. And while Jedi should be able to do well with Surge to boost their Jump, this does not make them immune to the hazard.
Geothermal Vents (CL 6)A thin crust of cooled rock conceals a network of superheated fissures below the surface. At irregular intervals, jets of scalding steam or bursts of boiling mud erupt upward with a roar, capable of blistering skin and disabling equipment. The vents can lie dormant for minutes, or detonate in rapid succession, making passage through such areas a gamble.
Keywords: Area, Natural
Trigger: When a creature, droid, or vehicle enters or begins its turn in an area of geothermal activity, roll a 1d6. On a 5 or 6, the hazard triggers as a vent erupts.
Attack: +8 vs Reflex Defense
Damage: 2d12 (half damage on miss)
Recurrence: Each round at the start of the target's turn, until the creature, droid, or vehicle leaves the area
Suggested Skills: - Jump (DC 22): A character attempts to leap out of the way of an eruption, taking half damage if the hazard hits the character and one quarter damage if it misses.
- Knowledge (Physical Sciences) (DC 17): A character is able to determine the exact extents of the geothermal activity.
- Perception (DC 27): A character is able to spot telltale signs of an active vent before it erupts, gaining a +2 circumstance bonus to Reflex Defense to avoid the hazard.
- Pilot (DC 27): A vehicle may attempt to maneuver away from an active vent, gaining a +5 circumstance bonus to Reflex Defense to avoid the hazard.
- Survival (DC 22): A character is able to read a certain pattern in the network of geothermal vents. When the d6 for the trigger is rolled, a vent only erupts on a result of 6, and not on a result of 5.
Special: If the hazard's attack exceeds the target's Reflex Defense by 5 or more, the target is tossed 1d3 squares in a random direction.